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inlustria

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A member registered Sep 27, 2016 · View creator page →

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Oh my god the NES vibes are so spot-on (especially the music, which is just banger after banger). This is one of the very last games I got to in this jam, and what a great note to end on. I love how the combat is complex without being complicated, and how it has makes use of deckbuilder mechanics and probabilities without overburdening itself with overly complicated menus.

I always come away from every jam with a handful of games I continue to play long after the jam is over, and this is definitely one of them.

This game rules. What a fantastic way to incorporate BDSM preferences into a logic puzzle game. Very satisfying to pore over everyone's quirks trying to find the perfect combination for every pair, and all the little animations made it feel so great when everyone had their needs met!

Thank you so much! This was my first game as a solo developer, and it still means a lot to me. I'm always happy to hear when someone had a great experience playing it.

Okay this is my first time with these characters but now I want to go back and play all the others, because these characters are all so much fun.

Wow, this game is so cozy and chill, and also so real and vulnerable and open. This is my first time with these characters, so I'm sure there are dynamics that are going past me, but honestly I loved the experience even more coming in brand new -- it kinda gave me the same feeling as meeting a new group of friends who all have an established dynamic and a shared history, but they're all so open and happy to fill you in and include you in the conversation. Really wonderful experience.

Okay this might be the hottest game in the whole jam, and an incredibly good use of incremental mechanics. I loved how all the different perk combinations encouraged different styles and techniques, all of which felt completely valid and felt like they emerged naturally from the premise! I also especially loved how you made use of holds and stillness, which I think are both really underutilized in sex games (and in sex itself, tbh). And, I really appreciated how consensual and loving the vibe was between these characters, it really made the game feel very sweet.

I don't know how you did this, but the game has exactly the right balance of "I understand what these variables will do" and "I wonder what will happen if I mix these together!" to make it feel like I'm an actual mad scientist growing slimes in a lab. Will this one avocado trait manage to express itself even when mixed with these fifteen banana traits? We must test it, immediately! Had a huge grin on my face the entire time playing. Awesome goofy fun!

Me while playing: Wow that's pretty neat that the fish you catch is an actual 3D model in Finnie's mouth! But I see there's a capacity upgrade, I wonder how that's handled? Does the second fish just replace the first fish, or-- catches second fish ohhhhhhhhhhhhhhhhh

Really had a great time with this, the gameplay loop is very relaxing, and the characters and the whole visual aesthetic is really quite endearing. Plus, the silly fishing song never failed to get a laugh out of me no matter how many times I heard it!

omg this is the funniest game in the entire jam I cannot stop laughing (call the Mages' Guild, help)

(Also as someone who has worked professionally on actual non-joke RPGs with status effects that explain what they do in tooltips, seeing these status effects that have no effect on the "gameplay" and have completely silly mostly narrative tooltips was extremely cathartic.)

Oh my god this is so good! I LOVE the mechanic of dragging one of the little windows into the main window to choose who switches in, it's so simple and yet fits so perfectly for the story. And the story this game tells somehow feels so devastating and comforting at the same time, and even though we only spend a small amount of time with these characters, they still feel so real and honest and believable.

I also personally found the length basically perfect for telling the story of this one moment in these characters' lives, especially about the specific feelings around dissociating during sex. At the same time, if you made more of this game, I would absolutely play more! Without a doubt, one of my favorite games of the jam.

So, even though I also had the same difficulties with the controls and mixing mechanics as others have mentioned, I really love the premise of doing an alchemy/mixing game but with first-person immersive sim controls. Also was very funny to have immediately clicked on the slime girl without first reading what to do with her and then suddenly carrying her in my arms, like "oh! uh, I guess... you're coming with me now!"

Anyway, great concept and a very chill, cozy vibe. Would love to see how this game evolves if you decide to continue working on it!

Gotta say, was not expecting the experience of standing behind a table full of merch watching con-goers stop to look and not buy anything to feel so... accurate!

(I assume. I've never sold merch at a con myself, but I'm guessing this is what it feels like)

Anyway I was terrible at the vendor tycoon parts of the game, but I did really enjoy setting up the merch and people-watching all the NPCs, and the writing for the interstitial sequences was really quite charming!

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Holy this game kicks ass! Going in, I did not know what genre this was going to be, and I was THRILLED when the tutorial revealed RTS mechanics! I always played Zerg in StarCraft, and this game really gives me "what if Zerg but sexual," so naturally I feel like this is obviously the Perfect Video Game. Also, the dialog was delightful, and I really loved the art style. But most of all I'm impressed with how much game there is for only one month of game jam!

Anyway I had a blast and would absolutely play an entire campaign of this, no hesitation.

I'm glad I took the extra step of downloading and playing the game in Gargoyle, because the art and the music added so much to the already surreal and dreamlike vibe of the game's narrative. Lovely and evocative writing, I'm very glad to have played this!

I really loved the systems-driven approach to the intimate encounters here, which felt like it was giving real consideration to the mechanics of sex, without reducing sex to only its mechanics, if that makes any sense! Having the granularity to apply specific features to other specific features in this context felt really expressive and creative, like I could go completely over-the-top using every available feature on six different partners, or I could go sweet and intimate just kissing and holding one partner's hands.

Like others have mentioned, this was an incredibly ambitious project to take on, and even though this release is rough in places, I still had a great time playing and I hope you continue working on it!

So it's been a LONG TIME since I've played a classic parser-based text adventure, so I was expecting to be completely overwhelmed here, but I actually found this to be quite approachable. Probably because the game takes place in a fairly small number of rooms, and because the gameplay focuses entirely on the social puzzle of which characters are attracted to which other characters. After my first playthrough, it was especially interesting to go back and try different combinations to see the other outcomes.

Overall, really impressive and enjoyable experience! Particularly enjoyed the writing, which has a straightforward directness that felt especially appropriate for the premise.

So I'm not a very experienced shmup player, so when the tutorial made the distinction between the ship's hitbox and the PILOT'S hitbox, I knew it was over for me. Seriously though, this actually felt incredibly approachable for an inexperienced player like me, and the whole experience -- the art, the story, the soundtrack (ESPECIALLY the soundtrack), and of course the gameplay -- was just a pure joy to play!

Okay as soon as I saw "LET ME HAVE THAT PLUMP PUSSY" I just knew, this is one of those games where I'm going to pick every wrong dialog option on purpose because I just can't resist, isn't it?

So, sure, this is just a rough prototype, but I actually love the concept (honestly there need to be more Reigns-likes) and the writing here seriously had me laughing the whole time. Would really love to see you continue this!

The writing in this was so lovely. Even though we only get to see small glimpses of each of these characters, they all felt so genuine and vulnerable and just trying to get from one day to the next. I also absolutely adore the art style and the music, both of which give the game such a dreamlike and wistful vibe. (In fact, I'm listening to the music on repeat as I write this.)

This felt to me like a very personal game, and I'm really glad to have played it. Looking forward to playing more, so I hope you keep working on it!

Just finished, and I wanted to comment specifically about how much I like the double-jump, haha! Sure, as others have noted, it feels unintuitive initially, but learning how to make it into a forward-propelling jump by facing the opposite direction felt very skillful, and also really unique. (I don't think I've ever seen a double-jump like this before, so it's exciting to see a new twist on the mechanic!)

Of course, it's a difficult platformer (feels especially Kaizo-inspired, to me), so this particular double-jump makes sense here. Admittedly, I like difficult platformers, so I wouldn't fault anyone for bouncing off it. I just wanted to express my appreciation for it here!

Oh look, a little Pico-8 golf game, but sexy! This ought to be a silly bit of lighthearted fun. Is what I was thinking until, oh, five seconds into the prologue, which IMMEDIATELY lets me know this isn't the golf game I was expecting.

Except it kind of is! Because the golf gameplay is incredibly solid, and would completely stand on its own even without a story at all! But of course, it does have a story, and that story is one of the most savage works of social/political/religious satire I've ever seen. In a Pico-8 golf game! Easily one of my favorite games in the entire jam.

Wow this game is an absolute blast, not only does it look EXACTLY like something out of the N64 era, but the way it PLAYS took me right back to that couch splitscreen doesn't-take-itself-too-seriously party game fun. I didn't have a splitscreen partner for my playthrough, but even playing with a level full of bots was such a fun time!

So far, this is definitely the game I most want to see continued after the jam. Will definitely be following its further development!

Solid narrative microgame! Really loved the subtlety of the writing, and the entire visual aesthetic. Also the music is a PERFECT fit and does an amazing job of setting the tone.

okay the TITLE SCREEN ALONE was one of the most insane things I've experienced in any game and it only got more outrageous from there. The completely unhinged text-to-speech monologues were an especially good fit for this fever-induced nofap fantasy/nightmare.

Holy that is a LOT of character designs and every one of them a vibe, seriously I would devour an artbook filled with these characters. Also wanted to say that the music and audio really nails the high-as-fuck tone going on here and even though it's not the focus of the game I think it's actually essential to the experience.

So I've definitely only just scratched the surface on this one but I can already tell the loop has me hooked, and I'm not even usually an idle game player! The presentation is really clean, and the whole timeloop premise (I love that it's basically, what if Groundhog Day but sexy and an incremental game) adds a really interesting complication to the progression structure.

I admit I bruteforced my way to 100%, though a LOT of these fusions really gave me those "Aha!" moments with how surprising and clever they were.

I also loved that the game wasn't just a character creation UI, but was a character creation UI on a monitor in a 3D environment that we're seeing in first person, and that we can look around at the sticky notes and the whiteboard and even the fan on the ceiling. It's such an extra amount of polish that of course isn't necessary for gameplay, but it adds so much to the whole vibe of the game.

So the gigantic vaginal background and the wobbly penis ship with the balls that scrunch up after firing are already quite the vibe (pun intended) but it's all the synthy "ooooooh" sounds that made me play this one longer than I thought I would. The extra wireframe mode was also a nice touch!

So I actually held onto the text file I had open while recording all the typing sounds! Here's a short excerpt:

uhwdhuhdwuhdwuhwduhdqwdtqwdtqwdtqwdttqwdtqwdtqwdtqwdtqwdtqwdtqwdtqwdtqwdtqwdtqwdtqwdtqwdtascrascrascrascrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqwdrqw

(it goes on like this for a WHILE)

That's exactly what I was going for with the font choice! In fact, I specifically chose this font, Testuale, because of how similar it is to Times New Roman (of course), with the hopes of subtly evoking that classic office feel.

Oh man I do love me a good precision platformer. Great movement, it most reminded me of games like Knytt Stories, with maybe a little VVVVVV in there too. Love the lo-fi aesthetic in all the cutscenes! (Also, found all the Wetlanders!)

Lovely aesthetic, and really beautiful writing!

Yo a classic blobber dungeon crawler?? Super exciting seeing something like this in the jam. The aesthetic most reminded me of Might & Magic 4-5 (especially with the bright outdoor environments and that isometric-style minimap!), but honestly it feels like a love letter to the entire genre of real-time crawlers from the 90s DOS era. Enjoyed it enough to play it all the way through twice, excited for future updates!

Thank you! This project was actually quite personal to me (not like autobiographical, but rather like creatively vulnerable), so it's always really nice to know when it connected with someone.

Wonderful game with a lovely, kind-hearted story, and some of the best movement I've played in a 2D platformer. And a really excellent speed game!

Announcing the release of my new game, Jane, a wordless, 2D-animated, point-and-click exploration game about being awake in the middle of the night. And other things, if you want it to be.

With minimalist gameplay, Jane contains no dialog, combat, or puzzles. Only simple room-to-room exploration, and the feeling of being in that endless, in-between place, where it's no longer yesterday, yet not quite tomorrow.

So take this moment, maybe have a cup of tea. Maybe close your eyes, breathe, and listen to the rain. And maybe, among the sounds and the silence and the late night vibes, a thought occurs—

Is something there, behind the words left unsaid?

Did you notice?

Available now, for free: https://inlustria.itch.io/jane



Was super not expecting to see a King's Field-like in this jam, and a damn effective one at that! You absolutely nailed that classic PS1-era look, as well as the (for lack of a better description) "deliberate" pace of gameplay. And, having the sex scenes also be in first person was such a perfect choice for this game's aesthetic!

For how simple this demo is, the premise is quite evocative, how it takes this party of four adventurers and separates them, then shows us how their interactions change when two characters find themselves alone together instead of with the larger group. Almost as if the forest itself has the effect of revealing the secrets they keep hidden from each other.

Really looking forward to seeing how this game develops in future updates!

Oh wow, this game set off my nostalgia sensors something fierce. Getting serious classic DOS CRPG vibes playing this! Lovely pixel art and beautiful use of music. Really loved this and looking forward to seeing more in future updates!

I went into this knowing almost nothing about it, only that others in the Discord were talking about how good it was. They were right! This was such a touching and vulnerable story, with a beautiful and evocative visual aesthetic that looks even better in motion. I loved this game from beginning to end, and I'm so glad to have played it!